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Applies after the pre-cap modifiers. This is a '''soft limit''' on your effective attack power.
 
Applies after the pre-cap modifiers. This is a '''soft limit''' on your effective attack power.
   −
<u>Condition</u>: If your pre-cap attack power exceeds:
+
<u>Condition</u>: If your Attack Power Before Cap-Adjust exceeds:
 
* '''150''' for Day Battle,  
 
* '''150''' for Day Battle,  
 
* '''300''' for Night Battle, ''or''
 
* '''300''' for Night Battle, ''or''
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then the Attack Power Cap will kick-in, reducing attack power. The calculation is:
 
then the Attack Power Cap will kick-in, reducing attack power. The calculation is:
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<math>\text {Attack Power After Cap} = x + \sqrt {\text {Pre-Cap Attack Power} - x}</math>, Where x represents the attack power cap.
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<math>\text {Attack Power After Cap} = x + \sqrt {\text {Pre-Cap Attack Power} - x}</math>, where x represents the attack power cap applicable to the attack.
   −
Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.
+
Daytime Attack Cap (150) often makes it important to utilize [[#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power.
    
===<u>Critical Modifier</u>===
 
===<u>Critical Modifier</u>===
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